re: the question I have is if [modding is] specifically unwanted?
like, actively discouraged by styg
---
Styg: I'll rather not comment as I don't know if and what legal implications my statement might have in the future, if situations arise
Styg: I obfuscated the code for a reason and I'm not generally comfortable with people decompiling it
Styg: I wish we added more built-in modding support, but that would be a huge project at this point
---
then I guess a follow up would be... to what degree does it meat your criteria for decompilation?
e.g. Loading the assembly as a reference in another assembly? Looking at the IL? Reversing the IL to pseudo-code/C#/other while maintaining obfuscation? Reversing the IL and deobfuscating?
I have experience with ethical clean-room reverse engineering, I don't do anything illegal.
(due to parts of my job)
---
Styg: Well, I'll point you back to my first sentence. I purposefully will not state any official position.
---
So if I make something you don't like, you reserve the right to legal action? You know that's default, right?
You make a cease and desist and that's the end of it (in the US)
Ok, so - let's take legal implications off the table for you...
I completely cede to you full legal authority over all modification/etc. and create a license that literally gives you total control over anything derivative no matter how separate it is/could be. All additional parties would have to accept the license too granting you full rights too.
Given that, what would your position on modding be? You can be hypothetical if you don't want to say for sure.
---
Styg: My feelings on the modding in general? I'm not interested in having people do ad-hoc free development for us, which sounds like what you're describing. I wish we took modding into consideration from the start and could release tools for people to add their own stuff in the game. But, no, I do not like the idea of people changing the game engine/mechanics and spawning different builds of the game.
---
There would be no different builds, no modification to game exe/content/files. Could be completely separate, layered.
If you don't want people changing certain things, you can outline what you want sacred and it can be part of the license.
Could add an online whitelist/blacklist kind of deal too.
Right now mostly I make mods on my own machine for my personal use and it's entirely something that is my personal experience - what I'd be doing by this ad-hoc free development is enjoying sharing that experience.
---
Styg: I have no interest in managing anything like that.
---
No to the whitelist/blacklist? (I guess that's a good thing)
So skipping that bit... the rest, same sentiment, no comment?
---
Styg: I don't think you get what I'm saying, you're dealing with technicalities now, even if something is not technically a different build of the game but a wrapper of the .exe it makes no difference to me. I don't like it, I will not endorse it, even unofficially, and I retain the rights to the maximal extent provided by the law to prevent it if I so feel.
Styg: If you're hoping to work out some sort of an official or unofficial deal with me here, I'm not interested.
Styg: I appreciate that you like the game so much that you'd go to the these lengths to develop it, but so do I and I'd like to keep the development for myself.
Styg: The way I would, ideally, set the perimeter for people of what's "allowed" for modding and what's not and in what ways is through the tools I'd release.
Styg: And I don't have time for that, unfortuntely.
Styg: Does this explain my position well enough?
---
Yeah.
Way more clear.
In summary, no 3rd party content for Underrail until 1st party tools for such are released.
---
Styg: Pretty much.